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Starwaster

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Everything posted by Starwaster

  1. 64k would be hotter, not cooler. Unless you have something else running altering physics. Are you using FAR? If so, see the answer I gave about FAR above.
  2. I can't because I tested for that. Even tested to make sure that they died when resources exhausted or CO2 buildup was too much. What parts are you using?
  3. I'm taking a look at it but so far I don't see anything in there that should cause problems... EDIT: Unable to reproduce any problems with heating. I made a stack consisting of a 5m KWR tank (mid sized one; V-15) as a control + equivalently sized procedural fuel tank, decoupler and nose cone. All of them had appropriate thermalMass / skinThermalMass for their part mass. All of them overheated and exploded almost at the same time when put through reentry. (it was much steeper than I planned to test with but I'm satisfied with the results) I have heard of problems with FAR and calculated surface area which affects radiative area and convection which could cause parts to heat faster or slower than they should but as far as I know, that issue was fixed. Check the FAR thread, check change logs and make sure you're up to date. There's a dev version or usually is so try using that instead.
  4. I actually answered that in the FAQ though I might have left out the part where I mentioned that Melificent was my cat. The misspelling is deliberate and changes the meaning of the name. You can see a picture of Melificent in the game if you click the DRE icon in any scene
  5. Re: The lag from transparent windows / JSI should be checking logs and submitting logs to MOARdv That kind of lag can also be caused by errors spamming the log file. I haven't been able to try the station parts since KSP 1.0 because of modding work but since I'm hitting a lull in business I'll take a look and see how things perform for me and check for issues.
  6. You have an Engineer Chip and an RT Antenna that's not stock. Can't load it If it's a mass issue then I'd have to say it IS a stock bug because you can produce overheating problems with entirely stock parts. Download this one and put it on phys timewarp x4 https://www.dropbox.com/s/aar1u0m0csu6ahq/explody.craft?dl=1 You can stop this from happening by lowering Conductivity Factor (Alt-F12, Physics, Thermal)
  7. Is that craft stock besides the fairings? What are those batteries attached to? Post a craft file
  8. It's too bad there's no sea monsters.... it would justify me hearing Roy Scheider in my head saying, "We're gonna need a bigger boat."
  9. No, I'm being pretty nice to physics this time around. I only touched one thing: conduction (cut it down to 3.33, so it's about 1/6th stock. Heat will build up in the skin that much faster instead of bleeding into the interior) And of course, max temps, heat shields, skin things and such. Shields... too tired to think about what I did to shields. Maybe made them too weak. I'll look at that in the morning.
  10. I'll have to look into it. I have yet to do much with RSS since 1.0.4 but likely the shields need RSS specific configuration. Have you tried Realism Overhaul? There should be some shields rated for RSS in it.
  11. I feel a little less bad for turning it into tracked mobile labs and planning on turning it into VTOLs....
  12. Except that they wouldn't be beyond their useful lifetime. We just don't want to keep them around and we're stuck in the mentality of throwing away 90% of our rockets.
  13. Something else of interest: IRL, one of the touted advantages of a nuclear engine is its reusability. But actual plans call for dumping them in heliocentric space at the end of a mission. (So.... we send that sucker to Mars, it returns a few years later and then we get rid of it instead of refueling it and sending it on another mission? Huh?)
  14. Sorry for the delay on this: KSP 1.0.4 Updates Changed from Update() to FixedUpdate() (should help performance) Renamed IonModuleCollectorAtmosphere to IonModuleCollector. (to fix VAB module description from GetInfo() ) Moved initialization for some data structures to OnAwake(). (some fields weren't initializing properly anymore) Converted textures to DDS
  15. Its operational lifetime would be measured in years. Maybe decades. Unless you gave it an unnaturally short lifetime, it wouldn't likely have much impact on the game. (Not saying don't do it, just that practically speaking I haven't found it to make much difference. That's what we did with most of the NTR configs and personally I find that I end up abandoning games that I use those engines in before the engines run out)
  16. 1.0.0 of KSP? Then the heat sinks will do NOTHING. Upgrade to 1.0.4
  17. Of course it's possible to refrigerate in space. You have heat; you move it from one place to another. You can even move it somewhere that's hotter than where you're moving it from. That's what refrigerators do. Work has to be performed to make that happen and that's where the electrical cost comes in. Insulation is important so that you don't have to deal with as much heat, but insulation has mass and one criteria in choosing insulation is you don't want your insulation to have more mass than what you stand to lose in boiloff. Obviously that's not a criteria in KSP right now... maybe that's something for Real Fuels in the future. *shrug*
  18. There's a bit of a formula in there that governs that but it dates back to the early days of the heat pump code so it clearly needs some work.... Or maybe there should be a more automated setting where the base rate is calculated on a tank by tank basis.... but yeah, still needs some balancing work All heat units are in kilowatts btw. Another possible option is just to do away with the base rate as it will always try to remove conductive heat no matter what. Anything above that is like you're trying to refrigerate the tank contents themselves and in reading about ZBO it seems like they're only aiming for (and needing to) stop incoming heat. You don't need to chill the contents further. (and might not be able to... I mean, 4K is FROZEN hydrogen. You're having to THAW that stuff before you can use it )
  19. I was eating before so I didn't pay enough attention to realize the significance of those numbers. 7.2.x is really not a good fit for 1.0.2 and shouldn't even be allowed to run with it. The reason is that DRE 7.1.x implemented features to make things properly blazingly hot. ('skin' heating, which separates part temperatures into external/internal) KSP 1.0.3 now uses those same features so DRE 7.2.0 had those features removed since they are now stock. The latest version tweaks part configs to adjust things like max temps (both internal and external), various conductivity values, etc. But it really needs the skin mechanics to make things properly dangerous. So you should definitely either upgrade KSP to 1.0.4 or downgrade Deadly Reentry to 7.1
  20. It might be the case that there's nothing I can do to make things satisfactorily difficult for you. Regarding difficulty, one fact of the situation is that if you do everything right then you should survive. If you make mistakes you die. No matter how hot I make it, nothing changes that. A hotter reentry isn't really more difficult. At the end of the day it boils down to 'do it right and live' or 'do it wrong and die' Actual heating starts even before the fiery FX. I'm not sure what you can do in 1.0.2 to alter FX to make them start earlier; it's my understanding that it's limited in that regard. It's supposed to be easier to deal with in 1.0.4 but at present I have yet to look into it. Also, I'll relay your thanks to this 'Starwasher' person. If I ever find him.
  21. Ok, so I created a thread for this a couple of days ago but I didn't post a link in this thread, so here it is: This is the heat pump from prior versions of Real Fuels but updated for KSP 1.x.x http://forum.kerbalspaceprogram.com/threads/128502-Heat-Pumps-for-Real-Fuels-v1-0-BETA-RC1-7-12-2015 Its purpose is to prevent boiloff of cryogenic propellants and must be attached to the part it protects. It probably still needs some balancing and the sole part in it is scaled for stock+RF. For RO it would need electrical consumption bumped up. (NASA/GRC say about 114 watts electrical per watt of heat removed). It's configured for a flat rate and automatically drains an additional amount of heat equal to skin-internal conduction + part+part conduction. (the base rate is to provide some refrigeration capability and can help lower temps on tanks that have been heated but its primary purpose is to compensate for conducted heat) Timewarps from 1000x use a different temperature system and will instantly increase tank internal temperature, which is a problem that has not been addressed. (it probably should be dealt with in RF but maybe I'll think of something for Heat Pump)
  22. It'll be something that uses KSPAPI extensions. A number of mods use it and if one of them installed a version that is too old for PF then that's probably it. - - - Updated - - - How is it a bug that aerodynamics don't recognize a clipped in object as occluded? WHY should it recognize they are occluded? If I take 8 10,000 liter tanks and clip them all inside another 10,000 liter tank.... why should I expect that aerodynamically they really only count as one 10,000 liter tank? Because that's what it would amount to.
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